OK here's the thread for Chukchi Husky's first "succession game" (SG).
Here are the settings:
This save is in Conquests
civ Spanish (randomly selected)
7 random opponents
Standard map size
Continents
Romaing barbs
Temperate, Wet, 4 billion year old world
Emperor
We will discuss what civ, map type, climate, barbs, victory condition, play level etc.here.
I am comfortable at most every level except Sid so I'm flexible on all fronts.
This is generally how SG's are played. Let's leave this reasonably loose so we can discuss things without feeling pressured.
The first player takes the first 20 turns then the next player takes 10 turns then the next player takes 10 turns rinse and repeat. Generally, we try to say "I got it" within 24 hours and 72 to play. If you need a one day extension, then just ask. 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. [10 turns each always.]
You can post the save and turnlog here. Try to detail your turns the best you can so we can discuss what our victory plan and goals are. Also, lurkers love seeing pictures so let's try to keep them happy.
Roster:
Whomp
Chukchi Husky
Taliesin
Punkbass2000
Birdjaguar
Mirc
<Lurker>
SG's are played honorably so I've taken LKendter's set of rules.
The following tactics are PROHIBITED:
RoP Abuse Tactics - Denying resources, blocking key tiles, RoP rape, or other ways to screw-up a civ via the RoP. A scout in AI territory has an explicit RoP and is subject to this rule.
Peace Treaty abuse - If you get concessions from the AI you must wait for the 20 turns to end before declaring another war.
Resource abuse - You can't disconnect / reconnect a resource every turn for the sake of building cheap units to upgrade with excess cash.
Ship chaining exploit - you can move a ship, unload troops to another ship in the same square not using any movement, move that ship, etc. This allows you to ship an indefinite distance, and that is why I consider it an exploit.
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.
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.
Mass troop jumping - You can't give away a give a city to transport a large amount of troops to another landmass.
Worker baiting - You can't spread around and sacrifice workers to an oncoming attack. This is often done to avoid losing real units or cities. This takes advantage of the AI failure to prioritize targets.
Standard LK house rules:
1) Worker automation of any kind is prohibited.
2) Worker blockades are prohibited. This prevents things such as fortifying workers along the coast to stop invasions, blocking troops from going through your territory with workers, etc. Workers activity doing something along the coast is fine. The workers must be actively doing something.
3) You may not declare war on a civ if you are currently shipping cash and / or goods to the civ.
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 reputation is golden - please respect it.
6) Self-research is highly preferred, if it is viable.
7) As you probably know barbs are screwed up in C3C. It is preferred that you add the following line to your Civ3 .ini file - noAIpatrol=0. Adding "noAIpatrol=0" to the .ini file turns the annoying patrolling back on for the AIs, but also restores movement to the barbarians.
Here are the settings:
This save is in Conquests
civ Spanish (randomly selected)
7 random opponents
Standard map size
Continents
Romaing barbs
Temperate, Wet, 4 billion year old world
Emperor
We will discuss what civ, map type, climate, barbs, victory condition, play level etc.here.
I am comfortable at most every level except Sid so I'm flexible on all fronts.
This is generally how SG's are played. Let's leave this reasonably loose so we can discuss things without feeling pressured.
The first player takes the first 20 turns then the next player takes 10 turns then the next player takes 10 turns rinse and repeat. Generally, we try to say "I got it" within 24 hours and 72 to play. If you need a one day extension, then just ask. 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. [10 turns each always.]
You can post the save and turnlog here. Try to detail your turns the best you can so we can discuss what our victory plan and goals are. Also, lurkers love seeing pictures so let's try to keep them happy.
Roster:
Whomp
Chukchi Husky
Taliesin
Punkbass2000
Birdjaguar
Mirc
<Lurker>
SG's are played honorably so I've taken LKendter's set of rules.
The following tactics are PROHIBITED:
Spoiler :
RoP Abuse Tactics - Denying resources, blocking key tiles, RoP rape, or other ways to screw-up a civ via the RoP. A scout in AI territory has an explicit RoP and is subject to this rule.
Peace Treaty abuse - If you get concessions from the AI you must wait for the 20 turns to end before declaring another war.
Resource abuse - You can't disconnect / reconnect a resource every turn for the sake of building cheap units to upgrade with excess cash.
Ship chaining exploit - you can move a ship, unload troops to another ship in the same square not using any movement, move that ship, etc. This allows you to ship an indefinite distance, and that is why I consider it an exploit.
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.
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.
Mass troop jumping - You can't give away a give a city to transport a large amount of troops to another landmass.
Worker baiting - You can't spread around and sacrifice workers to an oncoming attack. This is often done to avoid losing real units or cities. This takes advantage of the AI failure to prioritize targets.
Standard LK house rules:
1) Worker automation of any kind is prohibited.
2) Worker blockades are prohibited. This prevents things such as fortifying workers along the coast to stop invasions, blocking troops from going through your territory with workers, etc. Workers activity doing something along the coast is fine. The workers must be actively doing something.
3) You may not declare war on a civ if you are currently shipping cash and / or goods to the civ.
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 reputation is golden - please respect it.
6) Self-research is highly preferred, if it is viable.
7) As you probably know barbs are screwed up in C3C. It is preferred that you add the following line to your Civ3 .ini file - noAIpatrol=0. Adding "noAIpatrol=0" to the .ini file turns the annoying patrolling back on for the AIs, but also restores movement to the barbarians.