Liquidated
Goofed Up on Cough Syrup!
Ok from the ashes of Lurker 1 where blackluck accidentaly hit a little innocent switch called "raging barbarians" on a supposed culture game.... grew the idea of
"Just how many barbs CAN Sir Toma kill in one turn set???"
To that end, this is most likely a reserved SG as a bunch of people wanted the abuse... we'll see if that was just fluster! That includes the lurker crew, merz, silver and prime idiot 1 whomp who's whereabouts I'm unsure. Sanity Claus might had dragged him off to the padded cell in the north pole.
The concept I'm looking for is endless waves of barbs for as long as is possible, So the rules will be finialized here.
As a starting point I offer the following..
I want a continuous map with no islands.. balanced/pangea or one of the theme maps like plains,grass, mountains (omg fun) which have no wrap around.
large map with maximum fog of barbs... so minimal enemy civs say 3 on a large map.
Don't want a laid back game so agressive leaders either by the switch of that name or predetermined (yes izzy and monty are invited!)
prince difficulty as we want the AI to sort of grow but not too fast. the more fog the merrier.
The main restriction I want to place on this variant is to limit SG troop movement so as to not leave cutural borders unless required.
I'd rather not hard code this into some set law, but no positioning troops outside the borders to provide intercept/ illumination of the area. Settlers and scouts are another matter altogether as well as sacking other civs... so rather keep this is spirit rather than in law. A few scouts fine, but lay off hanging around town you losers!
we want max barb carnage.
State of SG:
--------------------------------------------------------
Liq-01 Flaming Barbies on the Grill
'Small' Highlands map
sea, ridgelines, normal peaks
Epic speed (not marathon!)
3 enemy civs chosen randomly
Aggressive Civs
prince
raging barbies
ancient start
Victory: ANY
Variant Notes:
*Units cannot be moved outside our cultural borders with the following exceptions.
1.Escorted settler parties, who must settle relatively quickly.
2.Armies traveling towards KNOWN enemy cities with the intention of attacking those cities.
3.Workers/escorts laying roads between friendly cities.
5.Units being sent directly between friendly cities.
6.Spys being sent to known rival lands to conduct their business, taking the shortest safest path.
Exception: Allowed a scout to actually scout the land surrounding start area. This was allowed in order to grasp how the land around us was situated and keep the game entertaining. Scouts were kept in spirt to discover new lands only, never act as a sentry. They proptly all died by the time the barbs started.
*No Open Borders.
*No Unpronouncable City Names by the end of Liq's turn.
1. Liquidated
2. Merzbow
3. S.ilver
4. Scowler
5. Sir Toma
6. Luv Muf
7. Zavior
24 Hour 'got it'
48 Hour 'play'
No escape - erm, I mean 'alternates'
all typos the responsibility of the owner who;s text Liq cut and pasted
--------------------------------------------------------
If this is too easy, Liq has plans for Liq-02
Cheers!
-Liq
"Just how many barbs CAN Sir Toma kill in one turn set???"
To that end, this is most likely a reserved SG as a bunch of people wanted the abuse... we'll see if that was just fluster! That includes the lurker crew, merz, silver and prime idiot 1 whomp who's whereabouts I'm unsure. Sanity Claus might had dragged him off to the padded cell in the north pole.
The concept I'm looking for is endless waves of barbs for as long as is possible, So the rules will be finialized here.
As a starting point I offer the following..
I want a continuous map with no islands.. balanced/pangea or one of the theme maps like plains,grass, mountains (omg fun) which have no wrap around.
large map with maximum fog of barbs... so minimal enemy civs say 3 on a large map.
Don't want a laid back game so agressive leaders either by the switch of that name or predetermined (yes izzy and monty are invited!)
prince difficulty as we want the AI to sort of grow but not too fast. the more fog the merrier.
The main restriction I want to place on this variant is to limit SG troop movement so as to not leave cutural borders unless required.
I'd rather not hard code this into some set law, but no positioning troops outside the borders to provide intercept/ illumination of the area. Settlers and scouts are another matter altogether as well as sacking other civs... so rather keep this is spirit rather than in law. A few scouts fine, but lay off hanging around town you losers!
we want max barb carnage.
State of SG:
--------------------------------------------------------
Liq-01 Flaming Barbies on the Grill
'Small' Highlands map
sea, ridgelines, normal peaks
Epic speed (not marathon!)
3 enemy civs chosen randomly
Aggressive Civs
prince
raging barbies
ancient start
Victory: ANY
Variant Notes:
*Units cannot be moved outside our cultural borders with the following exceptions.
1.Escorted settler parties, who must settle relatively quickly.
2.Armies traveling towards KNOWN enemy cities with the intention of attacking those cities.
3.Workers/escorts laying roads between friendly cities.
5.Units being sent directly between friendly cities.
6.Spys being sent to known rival lands to conduct their business, taking the shortest safest path.
Exception: Allowed a scout to actually scout the land surrounding start area. This was allowed in order to grasp how the land around us was situated and keep the game entertaining. Scouts were kept in spirt to discover new lands only, never act as a sentry. They proptly all died by the time the barbs started.
*No Open Borders.
*No Unpronouncable City Names by the end of Liq's turn.
1. Liquidated
2. Merzbow
3. S.ilver
4. Scowler
5. Sir Toma
6. Luv Muf
7. Zavior
24 Hour 'got it'
48 Hour 'play'
No escape - erm, I mean 'alternates'
all typos the responsibility of the owner who;s text Liq cut and pasted
--------------------------------------------------------
If this is too easy, Liq has plans for Liq-02
Cheers!
-Liq