kryszcztov
Deity
- Joined
- Mar 1, 2003
- Messages
- 2,423
EDIT (2003/06/20) : Thread is dead. Another game is being started in another thread. See link at the end of this thread.
EDIT (2003/06/15) : Skip the 1st posts and go to post #17, this game will be restarted : Deity.
Welcome to my first SG !
This is an Emperor game. Anybody can join, whether you usually play at Deity or you have never tried Emperor. It would be nice to have players of both profiles. I've already beaten Emperor quite easily, but I'm stucked at Deity...
We're playing with PTW 1.14.
We can discuss the settings before I start playing. I'll edit them when I'm sure of what we want.
World size = Standard
Barbarians = Nomade
Land mass = Pangea with 80% water
Climate / Temperature / Age = Wet / Temperate / 4 billion
Civ = French
Number of opponents = 7
Available victories = All
Difficulty = Emperor
Not culturally linked, no restarting players. I think I like these rules now.
We'll use no exploits, as in LK games (I copy-paste his rules) :
The following tactics are PROHIBITED :
RoP Rape - if you have to ask...
RoP Abuse (irrigating all tiles with a city building wonders, denying resources with a RoP, etc.).
Scout resource denial - parking a scout on a resource, as the AI won't ask scouts to leave.
False Peace Treaties (must wait for the 20 years to end).
Declaring War to break trade deals including actions like the Demand exploit to force a war, or demanding to leave territory.
False Alliances (ally with several people vs. a civ then peace with that civ), and other actions that completely abuse the AI limited diplomacy ability.
Spy exploit - If you fail to plant a spy, you CAN'T try again. The exploit is : you can infinitely plant a spy until the Civ declares war.
Demand exploit - You may make ONE demand a turn per civ. The exploit is : you can demand to the end of time, and guaranteed to get a civ furious and almost to war.
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.
We'll play 10 turns each, with me playing 20 turns at the beginning.
24 hours to post a "got it" message, another 24 hours to play and post the game after that. I'll listen to any demand of delay.
Don't hesitate to post questions, suggestions, strategy articles, before or after your turn ! Don't hesitate to go down your route, if you think the player before you messed a little ; as long as we agree on a general strategy, we'll learn things that way.
Remember : we're here to learn and enjoy playing Civ3 !!!
The roster = 5 players :
1) kryszcztov
2) Ville
3) ???
4) ???
5) ???
EDIT (2003/06/15) : Skip the 1st posts and go to post #17, this game will be restarted : Deity.
Welcome to my first SG !
This is an Emperor game. Anybody can join, whether you usually play at Deity or you have never tried Emperor. It would be nice to have players of both profiles. I've already beaten Emperor quite easily, but I'm stucked at Deity...
We're playing with PTW 1.14.
We can discuss the settings before I start playing. I'll edit them when I'm sure of what we want.
World size = Standard
Barbarians = Nomade
Land mass = Pangea with 80% water
Climate / Temperature / Age = Wet / Temperate / 4 billion
Civ = French
Number of opponents = 7
Available victories = All
Difficulty = Emperor
Not culturally linked, no restarting players. I think I like these rules now.
We'll use no exploits, as in LK games (I copy-paste his rules) :
The following tactics are PROHIBITED :
RoP Rape - if you have to ask...
RoP Abuse (irrigating all tiles with a city building wonders, denying resources with a RoP, etc.).
Scout resource denial - parking a scout on a resource, as the AI won't ask scouts to leave.
False Peace Treaties (must wait for the 20 years to end).
Declaring War to break trade deals including actions like the Demand exploit to force a war, or demanding to leave territory.
False Alliances (ally with several people vs. a civ then peace with that civ), and other actions that completely abuse the AI limited diplomacy ability.
Spy exploit - If you fail to plant a spy, you CAN'T try again. The exploit is : you can infinitely plant a spy until the Civ declares war.
Demand exploit - You may make ONE demand a turn per civ. The exploit is : you can demand to the end of time, and guaranteed to get a civ furious and almost to war.
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.
We'll play 10 turns each, with me playing 20 turns at the beginning.
24 hours to post a "got it" message, another 24 hours to play and post the game after that. I'll listen to any demand of delay.
Don't hesitate to post questions, suggestions, strategy articles, before or after your turn ! Don't hesitate to go down your route, if you think the player before you messed a little ; as long as we agree on a general strategy, we'll learn things that way.
Remember : we're here to learn and enjoy playing Civ3 !!!
The roster = 5 players :
1) kryszcztov
2) Ville
3) ???
4) ???
5) ???