LK Planning thread

el_filet said:
I'd like to join one, but I've no exp. in SG's and few (unpleasent) in deity.
If all your experience as been unpleasent then I agree these games aren't for you. Both of deity games will be harder then a typical game.
 
I should have some others ending soon, so I suppose I can sign up for the 5CC and Defiance games. I'm holding back on the Napoleonic game as I have no experience in that scenario, and wouldn't want to be the weak link in our chain.
 
5CC Conquest, Deity, Continents, Standard size map.
Signed up:
LKendter
Microbe
Gozpel
Kaiser Berger


Another defiance game like LK77. Pangea, small size map.
Signed up:
LKendter
Microbe
Gozpel
Kaiser Berger


Independent Denmark, Napoleonic Scenario, Emperor.
This game will be just 4 players due to the short length of the scenario.
Signed up:
LKendter
Meldor
Grs


All three games need just 1 player.
I am asking the next sign up to pick just one game.
 
If all your experience as been unpleasent then I agree these games aren't for you. Both of deity games will be harder then a typical game.
That was almost a year ago. I've followed a lot of the ongoing games since then, but I rarely play because the games take too long. Some turns every couple of days would be the right thing for me. It's proven more difficult to find a game to join then I expected, I've been looking for a while now. I'd like to try, but if you think I'd screw your game I wait for microbes game (self research emperor) to start.
 
My advise is to go for the Emporer game first. The higher level deity games assume you have a working knowledge of all aspects of game play. The emporer game will be a more relaxed environment to figure out what you know and do not. I would then try a more "normal" deity level game to get a familarity with that too.

At that stage, you decide whether you are ready for the deity variants. For me, I played several games myself before trying the harder deity games (and this was after several months of reading existing games).

You learn a lot by lurking, but there are certain things that you miss since you aren't getting your hands dirty.

And there is a lot to learn. Even after 30 games I still learning something new. Thats one of the primary reasons I like civ.
 
5CC Conquest, Deity, Continents, Standard size map.
Signed up:
LKendter
Microbe
Gozpel
Kaiser Berger
6thGenTexan
 
The LK series will be going on indefinite break after the current games ends.

It has hit the point where I can't tolerate different playing styles.
My tolerance for bad play (real or percieved) with difficult games is gone.
The nature of SGs will create the 2 above situations so there is no sense in my starting any news ones.

I plan to finish my involvement in the current ones at this time.
 
My condolances to the end of a truly EPIC series of SGs.

I agree with you, if you do not have fun, then do not do it. Hope you can find something entertaining to do. Having been in some of the LK series games is amongst the finest online experiences I have had during the 20 years I have been more or less online.

Grimjack
 
The series isn't dead, it will be back at some point. However, I need to an break until I feel the positive will clearly exceed the negative.
 
You will always find differences in styles when you play games with other people, Lee. So don't let that put you off, we'll all learn sooner or later. And you deserve a break after a long haul like this :)

I hope you get back soonish with recharged batteries and new ideas.

[dance] We want to see your favorite smilie back online before long. [dance]
 
Due to an unexpected end of my current assignment I have too much time on my hands. The Civ break may be shorter than first planned. Either way I think the LK house rules need to be cleaned up. This is your chance to comment on the newest set for input on what should be added / deleted.



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.

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, 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.


Standard LK house rules:
1) Worker automation of any kind is prohibited.

2) You may not declare war on a civ if you are currently shipping cash and / or goods to the civ.

3) Even if not covered under exploits listed, please try not to use tactics that take advantage of holes in the game design.

4) Our reputation is golden - please respect it.
 
Just a couple additions to game play not necessarily rules.

* Worker Purchases - when they are allowed when not
* Running negative research early and running the risk of having the entire treasury demanded away.
 
hotrod0823 said:
Just a couple additions to game play not necessarily rules.

* Worker Purchases - when they are allowed when not
* Running negative research early and running the risk of having the entire treasury demanded away.
I have removed the restrictions on worker purchases.

The second issue is a game play issue. Houserules can't cover how to play the game except to avoid game abuse.
 
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, 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.


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.
 
Doc Tsiolkovski said:
Something subject to house rules: "Worker Walls" to prevent AI marine landings; in C3C, workers/artillery do not prevent landing of a military unit, but the AI wasn't told that.
This is not correct. The AI will not attack workers if it is after a higher value target, but they will use marines to attack worker stacks on the beaches.
 
Workers block non-marines when they shouldn't. Agree they don't block marines.

I also like the rule of not settling and abandoning the same city on a single turn. This prevents you from settling further and further into enemy territory on a single turn. You can only move forward 1 which is the speed a normal settler would take to enter enemy territory.

Just to clarify: You can use a units movement to go from one ship to another right? This is similar to jumping from land to sea in my book and completely allowed. The exploit is when you don't use the movement by putting the boats on the same square and do an unload and load.
 
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