LK Planning Thread

I think (and I may be wrong) that "wrong war" may be that it's an ill-conceived and, more importantly, wasn't planned out beforehand by the group.
 
Conroe said:
Basically, it is saying that teammates are required to talk to each other. This should be a no-brainer, not requiring a rule.

Well this has been a real problem in SGs, and not just the LK series. I have been reading a lot of games with questions of things such as why build a library / market in a low commerce city. Maybe it is the difference between Civ3 and Civ4, but it doesn't feel like team planing is happening.
 
Conroe said:
Declared the "wrong war"? :eek: As in the team agreed to attack civ A and the player attacked civ B instead? Or did the player accidently do the ALT-click on a civ name and start a war accidently?

Player A & B feel a civ is a lock for a diplomatic vote. Player C sees them as weak, declares war, and destroys any hope for a diplomatic win.

If you are going for a space race, then declaring war could LOSE your tech edge as you suffer from WW.
War comes with a much higher cost IMHO in Civ4. The new diplomatic model with the penalty for declare war on a friend could drop you from friendly and cause you to hit the WFYABTA limit.
There are a lot more examples, but I hope you get my idea. The "wrong war" is because it *hurts* you, more then helps.
 
LKendter said:
I have no intentions to even consider restarting the series until after June 30 when my current work assignment ends. That assumes I don't get lucky and the client realizes that can't finish things by the end of year if the kick out contractors then. They really need help at least a couple more months of contractors.


However, I want to throw out my first thought on fixing SGs. Would you play an SG with the rule below? I really feel that in Civ4 having a player declare the wrong war can destroy the team goals. The rule is a bit extreme, but I don't know what else to do to prevent a player from going rogue.


5) War may not be declared without a team consensus. Declaring war without this nulls your moves and is considered your resignation from the game.

One problem I ran into was thinking there was consensus for a war, but find players didn't want me to declare war specifically on my turn, but would have rather built some more infrastructure or troops first, i.e. a team can discuss needing to fight a certain AI, but timing can also matter even if everyone agrees a war will be needed.

Another possibility is that if a player wants to declare war, he states his intent to do so ahead of time and pausing the game if a war opportunity occurs mid-turn. He gives the team an opportunity to respond, and if there is a disagreement, to discuss it.
 
War or not, big decisions should always be discussed. I think it's the case in CIV3, and no difference in CIV4. I don't see it as a new requirement.

Actually, CIV4 is kinda better. If you refuse a demand, it doesn't cause an immediate war (but the AI might still declare a few turns later).
 
I'm on board with you LK. I have completely avoided civ4 SG's unless I've been asked to join and it's a group I know. To me, C3C works better in a SG environment.

On the other hand, I find Civ4 to be quite robust as a MP game (pitboss) and have found that to be the most enjoyable aspect of this new game.

Have you ever considered any games like this?
 
I still don't anticipate any possible games before July. The current job overtime is killing my free time. However, I have another idea for house rules, and want to hear people's opinions. I have toned down the war penalty.


The following tactics are PROHIBITED:

There are no exploits that I am aware of at this time.


Standard LK house rules:
1) Automation of any kind is strongly discouraged until the game is known better.

2) A go to order is only allowed if you turn summary warns that it is happening and explains why. Sometimes it is just too important to make sure those reinforcements don't get sent to the wrong place.

3) Please complete your turn. At most the next player should have one unmoved unit such as a settler where you are unsure of its direction.

4) Don't edit your game results into a got it post. There is no notification of new activity. I have had SGs stalled waiting for a person to move, when the already did.

5) SGs are about cooperative team play. If you aren't willing to discuss plans before and / or after your turn, then the LK series isn't for you.

6) War shouldn't be declared without a team consensus.

7) If you disagree with a dot map plan, comment *before* playing you turn.

8) I reserve the right to refuse players whom IMHO failed to play in the spirit of cooperation. Declaring an unexpected war pretty much insures you will go on this list.
 
Looks good. I would add:

9) Autologgers are NOT substitutes for write-ups. If you want to include an autologger output in your post, please put it in a Spoilers tag.
 
My $0.02 (though I never played in an LK game) is that these should be standard SG rules, not just LK rules. I'd personally soften the go-to rule. I use go-to a lot within my turns, but sometimes lose count, sending a unit on a four turn go-to when I only have three turns left.

I agree about ChrTh's #9, too. Essential in my book.

Lastly, I'd add some provision for accident. Something akin to a three-strikes-you're-out rule. Some players (myself included) aren't as precise as you might always want. These players can still add much to an SG.

But this is your series. Your rules.
 
ChrTh said:
Looks good. I would add:

9) Autologgers are NOT substitutes for write-ups. If you want to include an autologger output in your post, please put it in a Spoilers tag.


Well I want things in a different order, but I suggest you read the new rule #5.


I still don't anticipate any possible games before July. The current job overtime is killing my free time. However, I have another idea for house rules, and want to hear people's opinions. I have toned down the war penalty.


The following tactics are PROHIBITED:

There are no exploits that I am aware of at this time.


Standard LK house rules:
1) Automation of any kind is strongly discouraged until the game is known better.

2) A go to order is only allowed if you turn summary warns that it is happening and explains why. Sometimes it is just too important to make sure those reinforcements don't get sent to the wrong place.

3) Please complete your turn. At most the next player should have one unmoved unit such as a settler where you are unsure of its direction.

4) Don't edit your game results into a got it post. There is no notification of new activity. I have had SGs stalled waiting for a person to move, when the already did.

5) The use of the auto-logger is prohibited for the body of your report. You may include it as a spoiler tag. SGs are about writing up enough information so that the team understands where you are going. The auto-logger clearly fails in this regard. Knowing the details doesn't show the big picture. SGs need the big picture.

6) SGs are about cooperative team play. If you aren't willing to discuss plans before and / or after your turn, then the LK series isn't for you.

7) War shouldn't be declared without a team consensus.

8) If you disagree with a dot map plan, comment *before* playing you turn.

9) I reserve the right to refuse players whom IMHO failed to play in the spirit of cooperation. Declaring an unexpected war pretty much insures you will go on this list.
 
rex_tyranus said:
I'd personally soften the go-to rule. I use go-to a lot within my turns, but sometimes lose count, sending a unit on a four turn go-to when I only have three turns left.

I won't crucify someone over a stray unit moving in turn 1. My real issue I have already gotten a game with whole stacks on 10 turns go to with no clue why.
 
I definitely agree with those rules. I would rather play a SG with them than without them, as the key to SG's is good communication in general, not just knowing exactly what every city is building.
 
One suggestion I have is on fortified/resting units. I've seen several SG's where someone has fortified/sentried/rested a unit outside of a city that was forgotten about for several turn sets. I'd suggest amending your ruleset by adding a clause stating that those units must be noted. Next to cities is no big deal as they can be seen. But a unit outside of your territory across the globe is easily forgotten. Findng one of your own galleys when you're getting ready to build destroyers sucks!
 
Methos said:
One suggestion I have is on fortified/resting units. I've seen several SG's where someone has fortified/sentried/rested a unit outside of a city that was forgotten about for several turn sets. I'd suggest amending your ruleset by adding a clause stating that those units must be noted. Next to cities is no big deal as they can be seen. But a unit outside of your territory across the globe is easily forgotten. Findng one of your own galleys when you're getting ready to build destroyers sucks!

Check out The Sun Never Sets on the British Empire. We had an Explorer in Alaska for (probably) 600 years.
 
What? I look down to see that LK thread has like 50 billion new posts! Woohoo! LK's back in business! I can try to get in... on... one...

Oh.

Nevermind then. :)

j/k

Those rules seem, well, good. I would definitely use then... I would also add something about:

10. Please notify of Use of Avoid Growth. But then again, that'd prolli fall under Rule 1. Automation.
 
LKendter said:
3) Please complete your turn. At most the next player should have one unmoved unit such as a settler where you are unsure of its direction.

OTOH, I feel that it is a good idea to go through my fortified unit stacks at the end of my turnset, and un-fortify them so that the next player can familiarise himself with the forces at their disposal.

So there might be a number of units effectively unmoved at the end of my turn. Quite a few of them the next player will fortify straight away, but the important thing is they are aware of their existence.
 
For your case Maksim, I hit space for the unit. In Civ4 it means the next player can move them if he really wants, but doesn't have to on the Preturn. They come up with movement next turn for the player to decide what to do with them. The reason this is an advantage is that it is very hard to move units as a group when some have movement and some do not. It is better to start moving them all when you know you have movement left.
 
The following tactics are PROHIBITED:

There are no exploits that I am aware of at this time.


Standard LK house rules:
1) Automation of any kind is strongly discouraged until the game is known better.

2) A go to order is only allowed if you turn summary warns that it is happening and explains why. Sometimes it is just too important to make sure those reinforcements don't get sent to the wrong place.

3) Please complete your turn. At most the next player should have one unmoved unit such as a settler where you are unsure of its direction. A stack that is fortified counts as completed. The game should be sitting ready to hit end of turn with very little left to move.

4) Don't edit your game results into a got it post. There is no notification of new activity. I have had SGs stalled waiting for a person to move, when the already did.

5) The use of the auto-logger is prohibited for the body of your report. You may include it as a spoiler tag. SGs are about writing up enough information so that the team understands where you are going. The auto-logger clearly fails in this regard. Knowing the details doesn't show the big picture. SGs need the big picture.

6) SGs are about cooperative team play. If you aren't willing to discuss plans before and / or after your turn, then the LK series isn't for you.

7) War shouldn't be declared without a team consensus.

8) If you disagree with a dot map plan, comment *before* playing you turn.

9) I reserve the right to refuse players whom IMHO failed to play in the spirit of cooperation. Declaring an unexpected war pretty much insures you will go on this list. Personal attacks against other players guarantee a ban from the LK series.


I realize rule 9 is a bit harsh, but I can tell too much infighting will put the LK series back on hold.
 
LK121 start up
Monarchy, map = fantasy realm with crazy resource appearance, speed = epic, civ = not played in LK series, just win baby.

Signed up:
LKendter
Open slot (prefer someone who call always play on the weekends)
Open slot
Open slot
Open slot


LK122 start up
Monarchy, map = inland sea, speed = epic, civ = not played in LK series, just win baby.

Signed up:
LKendter
Open slot (prefer someone who call always play on the weekends)
Open slot
Open slot
Open slot


Sign up requirements - previous experience at monarchy is preferred.
You can't sign up for both games at this time. I want to open up the range of players for the series restart.


The LK series is back on a limited basis. The maximum will be just 2 games. For the moment my goal is simply get every civ one play in the series. There are just 4 or 5 left never played.

This is still the base game. I haven't bought Warlords, and I have no interest at this time.

Now are any of my old Civ3 buddies such as ThERaT or Greebley still around? With this long idle time, I suspect I am below the curve on difficulty level.
 
:goodjob: hey you're back in business...well, look at my signature and I will wait for another round of LK games to start..maybe on emperor.
In the acid and mutineer series we have beaten the AI pretty much in every way expect on deity (which is for crazy folks only anyway)
 
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